The skill design philosophy of PoE2 is the same as Diablo 4. And it sucks.
" But nobody wants a copy of POE1. Nobody even said that here. “The bird of Hermes is my name, eating my wings to make me tame.”
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" Thats a big problem right now with POE2. Lets take Volatility for example. Its a completely bad mechanic that only works with a single ascendancy thats even bad. Infusions are decent if you fight bosses, but in mapping they are completely useless. Furthermore why in the world cant they make it more universal. This infusions gives these buffs to a skill, this infusion gives that buff to a skill etc. The game has zero balance anyway why try to make it more balanced by limiting what interaction can work with what skill. If something is completely out of line you can still fix it later on. Path of exile is primarily a singleplayer game with multiplayer trade. You dont have to micromanage that much skill interactions. “The bird of Hermes is my name, eating my wings to make me tame.”
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" Its not untrue at all. They've clearly designed skills to largely be on rails due to the "Combo" playstyle they're trying to force into every playstyle. For example, when people found out in 0.1.0 how to get trigger builds to function using meta gems, they completely mid-league gutted meta skill gem triggers mechanically. I remember going to bed after having played my CoC comet char all day to waking up the next day to a character which was no longer playable at all. When people figured out how to make fuel-based incinerate permanent, they completely mechanically reworked and gutted incinerate so that that was no longer possible/effective. Which is absolutely wild, because incinerate has awful clear and was only really good for bossing - and despite the fact that it saw pretty much no play in 0.3.0 They're pre-nerf everything that looks like its going to be fun/interesting and do their best to shove this combo playstyle between two or three+ abilities down peoples throats. Find an interesting mechanic/item combination that allows you to make a previously unused ability good? Blasted out of the game if it wasn't the "vision" Last edited by Alcsaar#1714 on Dec 16, 2025, 9:58:54 AM
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yes, they already started doing it in 0.1.
DE+Contagion is perfect example. "Command skills" for minions is also great example. LA+Lightning rods is another (at least you dont need exactly LA, its just best option). And then infusions added. And now water your plants / use all premade combos as wolf etc. Still, there are some borderline OK interactions like fissures*warcries*slams living in their own archetype chambers. But at least they are not tied to 2-3 exact skills. There are few good interactions like shattering walls/exploding gas clouds which can work all across the tree, for almost any class. But the tendency is worrying. PS: Same as putting ascendancy-exclusive skills into ascendancy classes. Premade builds. Not fun at all. Ascendancies themselves already a big step back from modular builds, yet people like big bonuses (zoomzoom) and will fight for bigger numbers over better gameplay. |
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Love the new plant skills which require a support to become powerful and are not powerful from the get go. 10+ skill design
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It's the weapons. Not classes.
Because skills are linked to one specific weapon each you have to weapon swap and that's not always an option due to very high stat requirements. The weapons swap system is mostly a failure so the rest falls apart. Infusions added a huge hurdle to elemental skills. Minions and Companions are split just to hinder interactions. You pick Wolf, Bear or Wyvern. Not more than one. They act like we can swap weapons to come up with different options but all options are presets. "Never trust floating women." -Officer Kirac
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" sofar im not enjoying poe2 at all, i would rather play poe1 its lightyears ahead of poe2 in every way |
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